Note: copies of the Warhammer 40,000 game, Codex Chaos and
Codex Eldar are required to use the contents of this article.
Having Dark Millennium is also a good idea.

THE FALL OF THE ELDAR

The Fall destroyed Eldar civilization as it had been, countless
billions on millions of worlds slain in one instant, the columnation of
millennia of collapse, the birth of the Doom of the Eldar Incarnate, the
Chaos God Slaanesh.

Since that fell day, the temptations of darkness have lurked in the
shadowed recesses of the Eldar mind, the temptations which destroyed their
kind preying still upon the survivors. As the long years have passed,
aboard the Craftworlds hanging in the cold void, on the savage Exodite worlds,
anywhere which the survivors of the Eldar dwell, that temptation has called
to them.

The Dark Eldar are never spoken of by their kin. Aboard the
Craftworlds, it is as if they had never existed. In the ancient records of
the Adeptus of Earth, the Dark Eldar are mentioned rarely and without great
detail. Few among humankind know of their existence. To the Traitor Legions,
in the depths of the Eye of Terror, the Dark Eldar are an enigma; sometimes
friend, sometimes foe, sometimes slave.

The Dark Eldar are those who have fallen from the Path to the arms of
Chaos. The logic, the ordered consistency of the Eldar mind is lost and the
chaotic inner self emerges. No minion of Chaos is as totally enslaved as a
Chaos Eldar, no being so completely beyond redemption. Under the mastery of
the Dark Gods, the Fallen Eldar are slaves without resistance or hesitation.
The bloody records of their deeds are spread across the galaxy, in hundreds
of planets decimated, countless millions slain or sacrificed. Their
existence is a testimony to bloodshed and chaos. Of all the Gods of Chaos,
Slaanesh holds the greatest lure on the Eldar psyche, for he was born of
them, the incarnation of the darkness of their thoughts, the worst of them
made manifest. Khorne and Tzeentch, masters of bloodshed and mystery, have
their place and their worshippers in the Eldar, but Slaanesh is the master of
their souls, the Lord of the prison to which they have damned themselves.

Most Fallen Eldar wander the galaxy, sometimes aboard giant space hulks,
other times passing through the warpgates of the Eldar Craftworlds. Some
few have taken planets for their own kind, building their resources, using
them as bases of operation for bloody crusades. Most infamous of the Dark
Eldar, however, are the denizens of the Nehathroth Craftworld. In the dark
days following the Fall, when the surviving Craftworlds fled and none knew
if any other Eldar had survived anywhere across their space, the darkest
records of the Black Library record one which turned to the forces of their
destruction and sought solace. The Eldar of Nehathroth Craftworld gave
themselves over completely to the Dark Gods. Their Craftworld is a dark and
terrible realm, where tunnels of carved black rock weep blood and the
screams of the dying and the damned echo. Where once the great gardens
stood, tortured souls hang from dying trees and cauldrons of blood boil. At
its heart, where once the Throne of the Avatar of Kaela Mensha Khaine stood,
stands an altar of bone, radiant with the dark power of Chaos, a gate
through which the dread minions of the Dark Gods may be brought forth.

SPECIAL NOTES
The Dark Eldar may, as described, be given Chaos Gifts from the Codex Chaos
book. These are all at the points costs listed in that book and the usual
requirements apply (for example, one must bear the Mark of Khorne to be
gifted with the Collar of Khorne). These lists may be used to represent
a force from Nehathroth Craftworld, or a Reaver Legion of Dark Eldar.

0-1 CHAOS FARSEER.......................................180 points
The army is either commanded by a Farseer, a Posessed Eldar Lord or a
Chaos Lord.
M5 WS7 BS7 S4 T5 W4 I9 A3 L10
Weapons: Laspistol
Armour: Rune Armour (4+ unmodified)
Wargear: the Farseer may select wargear from the Armour, Assault Weapons,
Special Weapons and Grenades sections of the wargear list.
The Farseer may have up to 4 items of Wargear. Every Chaos Gift
reduces the number of Wargear items by 1.
Marks of Chaos: The Farseer must purchase one of the following Marks of Chaos.
TZEENTCH (+20 pts)
SLAANESH (+10 pts)
NURGLE (+20 pts)
Farseers may not have the Mark of Khorne.
STRATEGY: The farseer has a strategy rating of 4.
SPECIAL: The Farseer is a Sorceror with a mastery level of 4. The Farseer
may select Primary powers from the deck of their Patron Chaos power
and Tertiary powers from the Eldar deck. If the Farseer is the army
commander than any Dark Eldar within 12" may use his leadership when
taking any leadership-based tests.

0-1 POSSESSED ELDAR LORD....................................146 points
The army must either be commanded by a Farseer, a Chaos Lord or a Possessed
Eldar Lord.
M5 WS8 BS8 S7 T5 W3 I9 A3 L10
Weapons: Laspistol
Armour: Exarch Armour (3+)
Wargear: the Lord may select wargear from the Armour, Assault Weapons,
Special Weapons and Grenades sections of the wargear list.
The Chaos Lord may have up to 3 items of wargear. Every Chaos
Gift taken reduces the number of Wargear cards by 1.
Marks of Chaos: Chaos Lords must purchase one of the following Marks of Chaos.
KHORNE (+40 pts)
TZEENTCH (+30 pts)
NURGLE (+30 pts)
SLAANESH (+20 pts)
As the Lord is an Eldar given over to possession by a Greater Daemon or
Daemon Prince, these marks do not give the usual bonuses, instead
they give bonuses as following:
KHORNE: The Eldar gains Frenzy. Any psychic powers targetting him are
dispelled on a 3+.
TZEENTCH: The psykers of the Dark Eldar army are always dealt force cards
first, and use the first power, regardless of whose turn it may be.
NURGLE: The Eldar gains a one time bonus of +2 to T. Any enemy models
within 8" of the Lord suffer a penalty of -1 to all armour saves and -1
to WS.
SLAANESH: Any hand to hand opponents of the Lord must pass a Ld check
before each round of combat. If this check is failed their WS is
reduced by one-half. Any opponent attempting to fire on the Lord with a
ranged weapon suffer a -1 penalty to the shot.
STRATEGY: Eldar Chaos Lords have a stragegy rating of 4.
SPECIAL: If the Chaos Lord is the army commander than any Dark Eldar within
12" may use his leadership when taking any leadership-based tests.
The Lord counts as a Daemon for the purposes of Force Weapons, but
may take his exarch armour or any force field saves against these
attacks.
Psychic powers or other abilities which specifically target Daemons
will only work against the Lord if the caster successfully passes a
Ld check before each attack.

0-1 CHAOS LORD........................................... see Codex Chaos
The Army may be led by a Chaos Lord, a member of the Traitor Legions. This
lord may be purchased from the army list in Codex Chaos. Any Dark Eldar
models in line of sight of the Chaos Lord may use the Lord's leadership when
attempting to pass any Leadership-based checks.

CHAOS EXARCH............................................. 50 points
M5 WS6 BS6 S4 T4 W2 I8 A2 L10
Weapons: Laspistol
Armour: Exarch Armour (3+)
Wargear: An exarch may have up to 2 Wargear cards. Every Chaos Gift taken
reduces the number of Wargear cards by 1.
The Exarch may be given additional equipment from the Exarch Wargear,
Assault Weapons, Special Weapons and Grenades section of the Wargear
lists.
Marks of Chaos: the Exarch may be given one of the following Marks of Chaos.
KHORNE (+15)
NURGLE (+10)
SLAANESH (+5)
Special: Exarchs may purchase up to 2 of the Exarch special powers described
in Codex Eldar, at twice the points costs listed.
You may select one Exarch for every Fallen Aspect Warrior squad the
army contains.

ASPIRING CHAMPION........................................ 30 points
M5 WS4 BS4 S3 T3 W1 I5 A1 L9
Weapons: Laspistol
Armour: Exarch Armour (3+)
Wargear: an Aspiring Champion may have up to 1 Wargear Card, or 1 Chaos Gift.
Aspiring Champions may be given additional items from the Armour, Assault
Weapons, Special Weapons and Grenades sections of the wargear list.
Marks of Chaos: the Aspiring Champion may be given one of the following Marks
of Chaos.
KHORNE (+15)
NURGLE (+10)
SLAANESH (+5)
Special: Aspiring Champions must lead a Squad and must stay with that Squad
for the entire battle.
If the Champion is leading a Fallen Aspect Warrior squad he may
purchase one item from the Exarch Wargear list, corresponding to the
squad he is leading.

0-1 DAEMONOLOGIST........................................ 76 points
Daemonologists are specialized Eldar psykers who practice the arts of
Summoning and Possession. Scorning the protection of armour,
painting their faces and bodies with arcane signs, the
Dark Eldar Daemonologists are fearful foes.
M5 WS5 BS5 S4 T4 W2 I7 A2 L10
Weapons: Laspistol, Force Staff (takes the form of a wooden staff carved with
eldritch symbols, bearing skulls, feathers and the like).
Armour: none
Wargear: Daemonologists may have up to 2 Wargear Cards. Every Chaos Gift
taken reduces the number of Wargear Cards by 1.
Daemonologists may be given additional items from the Assault Weapons,
Special Weapons and Grenades sections of the wargear list.
Marks of Chaos: Daemonologists may not be given Marks of Chaos.
Special: Daemonologists are 2nd level Eldar Psykers and must choose their
powers from the Eldar deck.
Daemonologists are immune to psychology and cannot be broken. Once
per turn in the psychic phase Daemonologists may be used to generate
d3 summoning points of any Power by expending 1 force card. This
power may be dispelled. Daemonologists count as models with all the
Marks of Chaos for the purpose of summoning and banishing Daemons.
Daemonologists bear the favour of the Gods of Chaos and
enjoy their protection. Daemonologists may attempt special armour
saves based on this favour by rolling a 5+ on 1d6. This save is not
modified by the power of the weapons they are attacked with in a
manner similar to force fields. This save may be increased by +1
per Force Card the Daemonologist expends, if the Daemonologist has
stored cards available. Due to this protection, Daemonologists
scorn other types of protection and thus may not be equipped with
armour, force fields, etc.

GREATER DAEMONS: Dark Eldar armies may purchase Greater Daemons. Full rules
for Daemons, Summoning, and other aspects of Daemon Lore may be
found in Codex Chaos. However, due to the special affinity between
Slaanesh and the Fallen Eldar, all Slaanesh summoning points are
automatically doubled regardless of whether or not the model earning
them has the Mark of Slaanesh. All summoning points of Khorne,
Tzeentch or Nurgle earned may not be doubled, even if the model
earning them bears the appropriate mark.

SQUADS (25%+)

DARK ELDAR WARBANDS.............................. 11 pts per model
M5 WS3 BS3 S3 T3 W1 I4 A1 L8
The squad consists of between 5 and 10 models.
Weapons: Lasgun.
Armour: Mesh Armour (5+).
Wargear: Any models may exchange their Lasguns for double Laspistols at no
points cost. The entire squad may substitue its Lasguns for Shuriken
Catapults at +3 points per model. Any models may be given weapons
from the Assault Weapons wargear list.
The entire squad may be given Frag Grenades for 2 points per
model or Krak Grenades at 3 points per model.
In addition, the Squad Leader and/or up to 1 other model may
purchase a single Special Weapon.

SIRENS OF SLAANESH FALLEN ASPECT WARRIORS...... 28 points per model
Sirens are all female worshippers of Slaanesh, foregoing armour, fighting
with their lethal paired Siren Blades.
M6 WS4 BS5 S3 T3 W1 I6 A2 L9
Squad: a squad consists of between 3 and 7 models. The squad may be led by
a female Aspiring Champion. Aspiring Champions leading Siren squads must be
given the mark of Slaanesh, and may purchase Siren Blades.
Weapons: two Siren Blades.
Armour: none.
Special: Sirens have the Mark of Slaanesh. Sirens may charge any model or
unit in their charge range, and instead of doubling their move when
charging their charge range is tripled to 18. This may only be used
if it will get them into close combat this turn.

HUNTERS OF SLAANESH FALLEN ASPECT WARRIORS.... 25 points per model
Hunters scout ahead of the Eldar army, bringing terror to their foes as they
work acts of sabotage and assassination.
M5 WS4 BS4 S3 T3 W1 I6 A1 L9
Squad: a squad consists of between 3 and 7 models. The squad may be led by
an Aspiring Champion. Aspiring Champions leading Hunter squads must
be given the mark of Slaanesh, and may purchase Camocloaks.
Weapons: Needle Rifle and two Power Swords.
Armour: Hunter Asepct Armour (4+ save)
Special: Hunters are equipped with Camocloaks and have the Mark of Slaanesh.
Hunters use the rules for Infiltration and Dispersed Formation.

STALKERS OF SLAANESH FALLEN ASPECT WARRIORS.... 30 points per model
Stalkers are heavy weapons troops, bearing deadly photo weaponry, a
terrifying counterpart to their Traitor Legion Noise Marine
bretheren, dazzling arcs of light burning the flesh from their
victims' bones.
M4 WS4 BS4 S3 T3 W1 I4 A1 L9
Squad: a squad consists of between 3 and 7 models. The squad may be led by
an Aspiring Champion. Aspiring Champions leading Stalker squads
must be given the mark of Slaanesh, and may purchase Photoweapons.
Weapons: Laspistol. Any model may purchase a Lascannon (+35 pts), a
Photocannon (+25 pts), or a Photogenerator (+45 pts).
Armour: Stalker Aspect Armour (3+ save)
Special: Stalkers have the Mark of Slaanesh. Stalker weapons carry Targeters.

KHORNE REAVERS FALLEN ASPECT WARRIORS.......... 30 points per model
Reavers are the chosen of the Blood God, deadly warriors who seek the brutal
savagery of close combat.
M5 WS4 BS4 S3 T3 W1 I4 A1 L9
Squad: a squad consists of betwen 5 and 15 models. The squad may be led by
an Aspiring Champion. Aspiring Champions leading Reaver squads must
be given the mark of Khorne.
Weapons: none. Reavers may purchase weapons from the Assault Weapons
section of the Wargear List.
Armour: Reaver Aspect Armour (5+, Mark of Khorne raises it to 4+)
Special: Reavers have the mark of Khorne.

TZEENTCH MINDWALKER FALLEN ASPECT WARRIORS.... 29 points per model
Tzeentch Mindwalkers are deadly psychic warriors who use their powers en
masse, combining their strength on the battlefield.
M5 WS4 BS4 S3 T3 W1 I6 A1 L9
Squad: a squad consists of betwen 3 and 20 models. Tzeentch Mindwalkers may
not be led by Aspiring Champions. However, any Farseer who has the
Mark of Tzeentch may purchase a Bodyguard squad of Mindwalkers, who
must maintain unit coherency with him during the battle.
Weapons: Laspistol and a Mindwalker Sword.
Armour: Mindwalker Aspect Armour (5+)
Special: Mindwalker units have a Psyker Mastery Level in the same manner as
Tzeentch Horrors, and gain powers in the same manner. Mindwalkers
have the Mark of Tzeentch.

CORRUPTED WRAITHGUARD.......................... 40 points per model
Corrupted Wraithguard are the same mechanical contrivances as fielded by
Eldar Craftworld armies, save that the Chaos Wraithguard are
possessed by Daemons, and not operated by spirits drawn from the
Infinty Circuit.
M4 WS5 BS5 S5 T(Special) W2 I4 A1 L9
Squad: a Squad consists of 3 to 9 models.
Weapons: Wraith Cannon
Armour: Wraithguard have the same immunities and vulnerabilities as Daemons.
Wraithguard have no Toughness value, instead they have an Armour
Value of 10 in the same manner as Craftworld Wraithguard (see Codex
Eldar). Corrupted Wraithguard cause Fear. Aspiring Champions may
not lead squads of Wraithguard. The special rules regarding
Wraithguard and their requirements to have living Eldar do not apply
to Corrupted Wraithguard; however, they count as Daemons of Slaanesh
for the purposes of Banishing (see Codex Chaos).

MINDSCREAMER JETBIKE PACK..............................35 points per model
M5 WS3 BS3 S3 T3 W1 I5 A1 L8
Squad: a Pack consists of 3 to 10 models.
Weapons: Laspistols. Mindscreamer crew may purchase additional assault
weapons.
Armour: Mesh (5+).
Special: Mindscreamers are mounted on Eldar Jetbikes, identical to those
found in Codex Eldar.
Any Dark Eldar character with the exceptions of Chaos Lords
and Greater Daemons may be mounted on Jetbikes at a cost of +20 pts.
Any jetbike may upgrade its paired Shuriken Cannon to one Shrieker
Shuriken Catapult at an additional cost of +5 points.

SUPPORT (up to 25%)

ALLIES
A Dark Eldar army may be accompanied allied troops from the following Codex
Lists: Chaos Marines, Chaos Cultists, and Orks. Unlike Chaos Marines, Dark
Eldar cannot take Imperial Guard allies. Chaos Marine armies may also take
Dark Eldar allies.

CORRUPTED DREADNOUGHT
Use Eldar Datafax (see Codex Eldar). Close Combat Weapons include Power
Fists as listed, or may be upgraded to Power Claws for +25 points
(S8, d3 wounds, -6 save, Parry). Corrupted Dreadnoughts must be
given the Daemonic Possession wargear card, and may be given other
Eldar vehicle cards at +50% cost or Chaos vehicle cards. (See Codex
Chaos for Daemonic Possession and the other Chaos vehicle cards).

DAEMONS (up to 25%)

Dark Eldar armies may purchase units of Daemons. See the notes under
Greater Daemons for special Dark Eldar daemonic rules.

DARK ELDAR SPECIAL CHARACTERS

ARHRA THE FATHER OF SCORPIONS, THE FALLEN PHOENIX ... 226 points plus wargear
Arhra was the first of the Striking Scorpion Aspect Warriors. In the
dark days after the Fall, the Eldar suffered attacks from humans, Orks,
pirates and countless other dangers. It was in these times that
Asurmen founded the Aspect Warriors, and it was in these days that
Asurmen heard stories of a warrior aboard the Tlaioc Craftworld, a
warrior who had fought raiding parties of Orks, dancing among them like
a supernatural force. Asurmen travelled to Tlaioc Craftworld and found
the storied warrior. Arhra learned the arts of war from Asurmen, and
used them in unison with his inhuman speed and agility, and daring.
When Asurmen left Arhra to continue his work, Arhra founded the first
Shrines of the Striking Scorpion Aspect Warrior.
The Tlaioc Craftworld, many years later, passed through a small
kingdom of human settlement, and came under attack again and again.
Arhra led his Scorpions against the human worlds. The campaign was
long and bloody, but in the end the humans were crushed and Arhra
returned to his home. In his absence the Eldar of Tlaioc had fallen to
the worship of Chaos. Ravening hordes of worshippers were driving back
those Eldar who had not succombed, driving them into the heart of the
Craftworld. Desperate to save his people, Arhra sought the aid of
Asurmen, but when Asurmen saw the extent of the corruption he ordered
his followers to destroy the Craftworld itself, sacrificing the few
survivors to exterminate the plague of Chaos Worship. It is said that
the rages of Arhra rivalled those of the ancient Gods. Denouncing
Asurmen, Arhra called upon the forces of Chaos to give him strength
and attacked his teacher. The battle waged long and hard, and in the
end Arhra wounded Asurmen and, thinking him dead, fled.
In the days since, Arhra has pursued his vengeance against Asurmen
and his descendants, delving further and further into the dark light of
Chaos for the strength and longevity to fulfill his vengeance.
Arhra is among the most feared of the Dark Eldar, a Fallen Phoenix
Lord who has stalked the Eldar race for ten thousand years. The crimes
he has since committed against the Eldar people are beyond count, and
yet still he rages, crying out for vengeance against the followers of
Asurmen's legacy.
Arhra may be included in any Dark Eldar army. He may be the army's
Commander, with a Strategy Rating of 6.
M6 WS9 BS8 S6 T6 W4 I10 A4(6) L10
Weapons: Arhra carries a Chainsword and a Power Fist, and the ancient
Scorpion's Wrath.
Armour: Arhra wears Exarch Armour (3+), and a Conversion Field (4+).
Wargear: Arhra may select up to three Wargear Cards. These must be the
Scorpion's Wrath and the Chaos Gifts Fury of Slaanesh and Entrancing
Aura.
Special: Arhra bears the Mark of Slaanesh.
As a Phoenix Lord, Arhra may select three Exarch Powers. These must
be Turn Aside Blow (Parry without suitable weapon, double parries),
Fighting Fury (+1 attack, in profile), and Distract (double fumbles).
Arhra is a famous figure among the Eldar, renowned for his evil.
As such Arhra causes Terror in Eldar opponents. Arhra is immune to
all psychology, save that he suffers from Hatred against Dire Avenger
Aspect Warriors, Dire Avenger Exarchs and Asurmen, Hand of Asuryan
himself. In addition, Arhra can never be broken and can never fail a
Leadership-based test for any reason.
FURY OF SLAANESH (10 points): Arhra gains a further +1 attack, making his
final Attacks 6.
ENTRANCING AURA (25 points): Any opponent in close combat with Arhra must
pass a Ld check on 3d6 or they roll no dice in close combat and may
not parry. Attackers who fail this test do not count towards
multiple combatants. Once an attacker has passed they do not need
to check again.
SCORPION'S WRATH (15 points): Before combat starts, the player controlling
Arhra may select one opponent in base to base contact. That player
must roll under his model's T on 2d6 or that model suffers an
automatic hit causing d3 wounds at -3 armour save.

TELIANIS THOUGHTSINGER, FARSEER OF TZEENTCH ........ 235 points plus wargear
Telianis was once the Master Farseer guiding the Eldar of Nehathroth
Craftworld. Long ago, he led his people into the slavery of Slaanesh,
but his own soul was claimed by Tzeentch long before that dark day,
entrapped as he sought ever more forbidden and dangerous knowledge to
aid his people. No one among the Eldar know of the Damnation of
Telianis, or of the true cost this had on the destiny of his people.
Telianis may be included in any Dark Eldar army in place of a normal
Farseer. If Telianis is included he must be the army commander with a
Strategy Rating of 5.
M4 WS7 BS7 S4(9) T4 W4 I10 A3 L10
Weapons: Telianis carries a Laspistol and a Power sword.
Armour: Telianis wears Rune Armour (4+ unmodifiable).
Marks of Chaos: Telianis bears the Mark of Tzeentch.
Special: Telianis is a fourth level Sorceror of Tzeentch. Telianis may have
up to 4 items of Wargear. These must be the Staff of All Things, a
Psychic Hood, Destiny of Tzeentch and Lore of Tzeentch.
STAFF OF ALL THINGS (22 pts): This staff is a powerful Force Weapon. In
battle it increases his strength by 5 to a total of 9, as seen in
his profile. Telianis may store up to 4 Force Cards in the Staff.
PSYCHIC HOOD (25 pts): Telianis may re-roll failed Dispell attempts.
DESTINY OF TZEENTCH (25 pts): The side Telianis is on is always dealt force
cards first and may always use powers first, regardless of whose
Psychic Phase it is.
LORE OF TZEENTCH (30 pts): Telianis is said to have been taught the occult
arts by Tzeentch himself. Telianis is a 4th level psyker. His
primary power must be drawn from the Tzeentch deck, but his tertiary
powers may be drawn from any of the following decks: Tzeentch,
Eldar, Adeptus Astra Telepathica, Space Marine Librarian, Ork
Waaagh, or Squat Ancestor Lords. Telianis may not draw powers from
the Tyranid deck, nor from the Inquisitor deck.

SELIV BLOODFIST, EXALTED CHAMPION OF KHORNE ....... 97 points plus wargear
Seliv Bloodfist is the most notorious champion of Khorne among the
ranks of the Dark Eldar. Many times in the past, Seliv has hunted the Space
Marine Chapters of the Imperium, seeking the blood of the finest for his
Lord Khorne. He often travels among the ranks of the Worldeaters Legion of
Traitor Marines, and many times has led armies of human and Eldar warriors
of Khorne. The blood-soaked deeds Seliv has carried out in the name of
Khorne are beyond count.
Seliv Bloodfist may be included in any Dark Eldar army as an Exalted
Champion. He may not be the army commander.
M5 WS7 BS7 S5 T4 W3 I7 A3 L10
Weapons: Seliv carries Heartseeker, a massive double-handed power axe.
Armour: Seliv wears Exarch Chaos Armour (2+).
Marks of Chaos: Seliv bears the Mark of Khorne.
Special: Seliv may take up to 2 wargear cards. These must be Heartseeker
and Praise of Khorne.
PRAISE OF KHORNE (20 pts): Seliv may re-roll his armour save if he fails it.
He may only re-roll once and this re-roll only applies to his Exarch
Chaos Armour.
HEARTSEEKER (10 pts): S9, d3 wounds, -6 save modifier.

SHALISSA, HUNTRESS OF SLAANESH ................... 112 points plus wargear
The Harlequins of the Laughing God have dedicated themselves to
destroying the taint of Chaos on the Eldar soul. In the pursuit of this
goal, they have learned much of the Dark Eldar, and hunted down and destroyed
many of their fell number. Names like Arhra the Father of Scorpions and
Telianis Thoughtsinger burn in their minds, horrific Eldar Champions of the
Dark Gods who have eluded death for millennia. However, among all the ranks
of the dark Champions of Chaos, no one name burns as brightly as Shalissa,
Huntress of Slaanesh.
Once, long ago, a troupe of Harlequins learned of the movements of
Arhra the Fallen Phoenix and plotted an ambush. Secreting many of their
number in the web of warpgates, they awaited his approach. When he arrived,
they attacked.
Howling with fury, Arhra fought with the skill of ten thousand years,
slaying the Avatar of the troupe with his first blow. The Harlequins
fought, attempting through sheer weight of numbers and ferocity to bring down
the ancient being. Many Harlequins were slain that day, torn asunder by
whirring chainsword blade and crackling power fist.
One warrior, leading a troupe of warriors against the Fallen Phoenix,
found a chink in Arhra's armour and struck him. Crying out in agony, Arhra
faltered and the warrior raised her sword for a killing blow.
In that moment, if that warrior had struck, the history of the Eldar
people might have been quite different. The Chaos God Slaanesh spoke to her
in that moment. The Prince of Chaos offered her much, for Arhra was among
the greatest of His servants, and was not meant to die in an ambush on some
forgotten world. He offered her power, immortality, everything which came
of Chaos.
She accepted.
The Harlequins curse that day in their memory, the day in which Arhra
could have been slain at last, but was not, the day one sworn to the
Laughing God was embraced by the Dark Prince. In the days since that dread
event, that warrior has led her own path of rampage and slaughter, her soul
irredeemably lost to Darkness. She wears still the mask of her Harlequin
self, and taunts her bretheren with their failure. Above all others, the
Harlequins would see her slain, for as long as she lives she is a reminder
of the weakness within even the strongest of them.
She is Shalissa, the Huntress of Slaanesh.

Shalissa may be included in any Dark Eldar army as an Exalted Champion.
She may not be the army commander.
M7 WS9 BS7 S5 T5 W3 I9 A4 L10
Weapons: Shalissa is armed with the Daemon Sword Kanut-Mahar, a Power Sword
and the Moon Bow.
Armour: Shalissa does not wear armour.
Marks of Chaos: Shalissa bears the Mark of Slaanesh.
Special: Shalissa may Infiltrate, and has a 4+ unmodifiable Dodge.
Shalissa bears the Chaos Gift Seduction of Slaanesh. Harlequin
models suffer from Hatred against Shalissa.
THE DAEMON SWORD KANUT-MAHAR (25 pts): S7, d3 wounds, -4 save. Shalissa may
parry twice with Kanut-Mahar, plus once with her Power Sword for a
total of three Parries. Kanut-Mahar wounds Psykers automatically.
MOON BOW (15 points): Short 0-40", Long 40-72", +2 Short, +1 Long. The
Moon Bow may fire 3 types of arrows and the player controlling
Shalissa must specify which is to be fired before firing takes place.
SILVER ARROWS: Wounds automatically, as a Needler. -2 save modifier.
GOLDEN ARROWS: Detonates like a Plasma Grenade.
CRYSTAL ARROWS: Automatically penetrates any armour and fields. S5, 1
wound.
SEDUCTION OF SLAANESH (20 pts): Shalissa causes Terror in Eldar and Fear
in any other foes.

ELIVAN, EXARCH LORD ............................... 137 points plus wargear
Elivan may be included in any Dark Eldar army as an Exarch. He may only be
the army commander if the force is 1,000 points or less in which case he
serves instead of a Chaos Lord or Farseer. He has a strategy rating of 3.
M5 WS6 BS6 S4 T4 W2 I8 A2 L10
Weapons: Laspistol, Power Fist and Chainsword. As well, Elivan is equipped
with a Double Death Spinner.
Armour: Exarch Armour (3+)
Wargear: Elivan is equipped with an Eldar Warp Spider Jump Pack. As an Exarch
he may have up to 2 Wargear cards; these must be Bioterminator
Grenades and the Chaos Gift of Regeneration.
Special: Elivan may have two Exarch Warrior Powers. These are Fast Shot
(fires twice) and War Shout (causes Fear when Charging). He has the
Mark of Slaanesh.
WARP SPIDER JUMP PACK & DEATHSPINNERS: See Codex Eldar.
BIOTERMINATOR GRENADES (15 points): Elivan carries enough of these Grenades
to last an entire battle. Bioterminators have a 1" blast template;
any model under that template must take an immediate unmodified
armour save. If this save fails then they sustain an automatic S7
hit, with a -4 save modifier that deals d6 wounds.
REGENERATION (10 points): If Elivan suffers wounds, do not remove him from
play. At the end of any turn roll a d6 for each wound he has
suffered; on a 1, 2 or 3 the wound stays, on a 4, 5 or 6 it is
negated. This means that even if he suffers lethal damage he will
not actually die until the end of that turn.

SAZELSIOCHAN, DREADNOUGHT LORD ........... 300 points including Vehicle Cards
Sazelsiochan may be included in any Dark Eldar army. Points paid for
him come from the army's Support allowance. He may not be the army
commander.
Sazelsiochan uses the standard Eldar Dreadnought datafax. He is equipped
with powerfists with two built-in Shurkien Catapults, and a pintle-mounted
Missile launcher. He has the following three Vehicle Cards:
DAEMONIC POSSESSION (+25% cost): see Codex Chaos. If all models with the
Mark of Slaanesh are slain, Sazelsiochan is Banished from play.
AURA OF RADIANCE (25 points): Sazelsiochan is a Keeper of Secrets, Greater
Daemon of Slaanesh. He can envelop the Dreadnought in his Daemonic
Aura. All attacks against him must pass through a 5+ unmodified
save before attempting to penetrate his armour.
CHAOS ARMOUR PLATE (10 points): Sazelsiochan's armoured shell is coated in
Chaos Armour blessed by Slaanesh. All locations gain a bonus of +1
to their Armour Values.